ironsworn story osric 001
TRANSCRIPT
Ironsworn_Story_OSRIC_001
Intro Notes & Previously… As promised, although after a 6-month delay, I’m continuing the Great Pendragon Campaign using
the Ironsworn RPG rules (solo).
Thane Beorn of Tissburi has adventured through the first three years of the campaign but the GM
notes I wrote from the GPC, gave me a choice of performing a quest for King Uther, or accompanying
my Troops on a naval campaign (map at the bottom of this document).
I decided that Beorn would follow the solo quest “The Embassy to King Malahaut” and while he was
doing that, I’d create “Osric” his aging retainer (45-ish), and play through the naval campaign with
him and the troops. As this is the only planned adventure for Osric, I’ll make it a FORMIDABLE one.
BONDS: Tissburi, Thane Beorn, Elspeth (Osric’s 17-yr-old daughter – his wife died last year)
ASSET: BANNER-SWORN (to the Thane of Tissburi) When you Sojourn or Make Camp in the company
of your banner-kin, add +1 and take +1 momentum on a hit.
ASSET: STORYWEAVER When you Secure an Advantage, Compel, or Forge a Bond by sharing an
inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1
momentum on a hit.
ASSET: SHIELDBEARER When you Face Danger using your shield as cover, add +1. When you Clash in
close quarters, take +1 momentum on a strong hit.
Osric used to serve Beorn’s father and is now the Thane’s second-in-command, often left to manage
the domain and lead the troops, when Beorn is called away on other business.
In the summer of 486, Osric was with Beorn when they slew the Green Knight and helped Merlin
gain the King’s Magic Sword from the Lady of the Lake. While they were in “The Other World” they
also slew a Giant.
Osric was also present at a battle the year before, when they were ambushed by Saxons from the
Ravenclaw clan, so he shares the domain’s hatred of that clan and the desire for revenge.
In 487 Beorn has gone north with the King, and Merlin, while Osric and the troops of Tissburi have
been ordered to the port of Hantonne at the mouth of the River Test (seems to be modern-day
Southampton).
THE STORY
In spring of 487 Beorn is away in the north
with the King, and Merlin, while Osric and the
troops of Tissburi have been ordered to the
port of Hantonne at the mouth of the River
Test (seems to be modern-day Southampton
or at least at the start of the estuary leading
to the Solent).
It is a 40-mile journey by modern roads and
seems likely they would take a couple of days
to reach Sarum, slowly gathering troops from
other domains and then a couple of days
march from there.
There is a lot of drinking as the various
families from different domains get together
and some supplies are wasted.
They reach Sarum and learn from Ealdorman
Robert that they are to join Prince Madoc
(Uther’s son) at the Port and then raid along
the saxon shore to destroy saxon boats.
Robert has to pick one of the Troop leaders to
command the combined Sarum contingent.
The choice would only be from among the
actual Thanes and Osric is only acting on
behalf of Thane Beorn.
Osric has to swear an Iron Vow to bring
honour to the region by completing the Naval
Engagements.
Robert chooses Mark (of Winterbourne
Gunnett) to lead the Sarum contingent, a
neutral choice in terms of how he views
Tisbury and their commander.
They are able to spend a day camping outside
Sarum, so Osric orders his troops to try to
round up some provisions.
THE GAME MECHANICS
Undertake a Journey : 1 +2 wits = 3
vs 2 & 8 WEAK HIT
On a weak hit, you reach a waypoint and mark
progress, but suffer -1 supply. (now 4)
As this is only a Troublesome journey they
mark off 3 waypoints and reach Sarum.
However, there may be some friendly and
some unfriendly factions, so I’ll roll dice to
determine the effect of Robert’s choice
I decided to make this a FORMIDABLE Iron
Vow (on a strong hit, the leader will be a
staunch ally of Tisburri and will listen to
Osric’s advice).
Swear an Iron Vow : 5 +3 heart = 8
vs 10 & 6 WEAK HIT
On a weak hit, you are determined but begin
your quest with more questions than answers.
Take +1 momentum (now 3), and envision
what you do to find a path forward
Make Camp : 3 +4 supply +1 Banner-sworn = 8
vs 10 & 10 MISS!! MATCH !!
THE STORY
One of the young men from Tisburri tries to
steal a goat from a Sarum farmer and is
arrested.
Osric is unable to come to his defence
(perhaps because of their lack of a Thane).
The troops lose faith in Osric when the young
man is hanged!
Next they set out south to the estuary (about
20 miles)
The mutterings and the sly looks from his own
troops make for an uncomfortable journey.
But Osric manages to keep going.
It seems there has been some petty pilfering
and supplies are diminishing quicker than they
should.
Osric decides to tell stories around the
campfire that night to try to regain his men’s
trust.
His tale of the Giant and the Green Knight
makes an impact, restoring their faith.
THE GAME MECHANICS
That result could not have been worse!
Osric now has to Pay the Price and for the
Match, I’ll either double the effect or make
two rolls.
Pay the Price 06
A person or community you care about is
exposed to danger
Pay the Price 03
A person or community you trusted loses faith
in you, or acts against you.
Osric will lose the benefit of his Asset:
Banner-sworn until the troops regain faith in
him.
Undertake a Journey : 2 +2 wits = 4
vs 5 & 6 MISS
On a miss, you are waylaid by a perilous
event. Pay the Price
Pay the Price 76
It is stressful.
Endure Stress : 2 +5 spirit = 7
vs 8 & 1 WEAK HIT
On a weak hit, you press on.
Undertake a Journey : 4 +2 wits = 6
vs 3 & 7 WEAK HIT
On a weak hit, reach a waypoint but suffer -1
supply (now 3)
As this is only a Troublesome journey they
mark off 3 waypoints (now 6/10)
Forge a Bond : 6 +3 heart +1 Storyteller = 10
vs 9 & 5 STRONG HIT
No benefits as this was to remove an existing
penalty.
THE STORY
Because of the problems of the previous day,
they are running slightly behind schedule.
They will have to make an early start and
hope for no delays or they will arrive late,
making a bad impression on Prince Madoc.
They manage to break camp efficiently and
arrive at the Port in good time.
This will count as the first Progress on the
Formidable Vow, marking off 1/10.
Prince Madoc explains the plans for this
mission. Osric offers some advice, despite his
lowly status, he has experience and can
usually explain things clearly.
Madoc’s ships ran for several days along the
coast to Pevensy where they found a saxon
settlement with three ships lying at the
harbour. They quickly ran up to the beach and
the warriors leapt out to smash and burn.
Perhaps if Beorn had been leading them, the
troops of Tissburi might have taken greater
risks and tried to capture a ship, but Osric
decided to lead them more cautiously.
Despite his cautious approach, the battle
turned nasty as the angry Saxons swarmed to
the defence of their ships.
Only by a great effort was Osric able to re-
focus his troops and cut there way out of the
enemy.
Troops from a rival domain of Sarum
(Cholderton) had been close by but had not
come to their aid. Their commander Thane
Brandon, called them away and Osric had
seen the sly look he had given.
THE GAME MECHANICS
Undertake a Journey : 3 +2 wits = 5
vs 6 & 3 WEAK HIT
As this is only a Troublesome journey they
mark off 3 waypoints (now 9/10)
Reach Your Destination
9 Progress vs 4 & 8 STRONG HIT
Choose to take +1 Momentum (now 4).
Secure an Advantage : 6 +3 heart +1
Storyteller = 10 vs 4 & 8 STRONG HIT
Chooses +2 momentum (now 6)
In the GPC Document, it states…
“In the first battle, the knights land near Pevensy.
They surprise the foe completely and are
confronted with 1 Saxon per 3 knights. The ships of
King Ælle (of the South Saxons) are easily
destroyed.”
… This sounds as though the first engagement
should only be Troublesome. I usually allow myself
the decision to increase the danger for the chance
of additional rewards (which is what led to Beorn’s
terrible result against the Ravenclaws last year).
Battle : 1 +2 iron = 3 vs 5 & 9 MISS
Osric will have to spend momentum to turn that
into a WEAK HIT (momentum now reset to 2).
On a weak hit, you achieve your objective, but not
without cost. Pay the Price.
Pay the Price 49
A new danger or foe is revealed.
The victory at Pevensey counts as another
progress on the Formidable Vow.
THE STORY
A few more days of sailing and rowing east
brought Madoc’s little fleet to Dover.
Following the events of the first battle, Osric
will attempt to make some adjustments to the
plans to ensure they are not left to rely on
Cholderton’s forces for assistance.
Under cover of night, the troops attempt to
sneak into position. There are enemy fighters
on guard by the boats, but our heroes just
manage get the drop on them.
The first strike has the benefit of surprise and
most of the guards are cut down in the first
pass.
They seek to end the fight quickly, but the
cornered Jutes fight to the bitter end. Osric
finds himself facing a desperate final sword
thrust.
Although he gets a minor wound in his leg,
troop morale is high.
THE GAME MECHANICS
In the GPC Document, it states…
“Next the fleet lands at Dover, and the knights
must fight 2 Saxons per 3 knights. The ships of the
Jutes are burnt.”
This still sounds like only a “Troublesome” fight,
but I’ll run it in more detail instead of a single
“battle” roll.
Secure an Advantage : 4 +2 wits = 6
vs 8 & 1 WEAK HIT
On a weak hit, your advantage is short-lived.
Take +1 momentum (now +3)
Enter the Fray (sneaking into Dover) : 5 +1
shadow = 6 vs 8 & 2 WEAK HIT
Choose to take Initiative.
Strike : 3 +2 iron = 5 vs 1 & 2 STRONG HIT
On a strong hit, inflict +1 harm. You retain
initiative. Armed warriors inflict 2 hits normally, so
this does 3. (As it is only “Troublesome”, each
point of harm is 3 progress so 9/10)
Strike : 6 +2 iron = 8 vs 4 & 2 STRONG HIT
On a strong hit, inflict +1 harm. You retain
initiative (progress 10/10)
End the Fight : 10 progress vs 10 & 5 WEAK
HIT
On a weak hit, you win, but choose an effect…
Choose It's worse than you thought: Endure Harm.
Nb. Because Osric is fighting alongside the troops, I
can choose “Endure Harm” or “Companion Endure
Harm”. If the failure had been a “1” it would have
to have been “Companion Endure Harm”.
Endure Harm : 5 +5 health = 10
vs 5 & 7 STRONG HIT
Choose “Embrace the Pain” +1 Momentum (now
4) and lose 1 health (now 4).
The victory counts as another progress on the Vow
(3/10)
THE STORY
Madoc’s fleet sail up the Blackwater River and
find another small group of saxon boats.
A week later, sailing up the river Blackwater,
where scouts have spotted more saxon ships,
Prince Madoc asks for volunteers to sneak
ashore to burn the enemy boats.
During the voyage, Osric has time to
investigate Thane Brandon. Although he
cannot find enough proof to accuse a man of
higher rank, he is sure that Brandon is secretly
passing word to the Saxons to warn them of
the fleet’s approach.
When Brandon offers to lead the shore party,
Osric volunteers as well, in order to take the
Tissburi Troops along to keep an eye on him.
Despite Osric’s intentions, the Thane sent a
few of his own men sneaking forward, while
the men of Cholderton and Tisburri lay
waiting for their signal.
After an hour or so the scouts returned and
conferred secretly with Brandon.
The Thane orders Osric and his men to form
up on the left side of the hollow with his own
men on the right.
Suddenly saxon troops charge down the hill
at Osric’s men while the men of Cholderton
do nothing.
THE GAME MECHANICS
The GPC document states…
“they sail up the Blackwater River and land at
Maldon. Only a few ships are present, which are
easily burnt without a fight”
However, I need more “progress” points for a
Formidable Vow, so will find a way to make this
another meaningful encounter.
Another week at sea is long enough to allow Osric
to try to work out why Thane Brandon has it in for
them.
Gather Information : 4 +2 wits = 6
vs 1 & 4 STRONG HIT
Envision what you learn (Ask the Oracle if unsure), and
take +2 momentum (now 6)
Ask the Oracle 37
Settlement Trouble – In league with the enemy
As we arrive at the scene, I’ll use an Oracle roll to decide
if Brandon is really in-league with saxons (50%) or if
there is some other reason for his behaviour (50%). If he
is a traitor, then the encounter at Maldon will become
Formidable!
50% chance of Brandon being a
traitor 49
Can Osric spot the furtive looks?
Gather Information : 5 +2 wits = 7
vs 10 & 6 WEAK HIT
On a weak hit, the information complicates your quest
or introduces a new danger. Envision what you discover
(Ask the Oracle if unsure), and take +1 momentum (now
5).
The new danger will be the arrival of some saxon troops
and the sudden betrayal by the Choldertons.
Osric’s existing suspicion will prevent them being
surprised.
THE STORY
Osric had shared his suspicions with several of
the men and the Tissburi troops are well-
prepared to strike.
At this critical moment, Harald Carpenter,
face twisted with hatred, leaps at Osric,
knocking them both down the slope. Harald
snarls at him “You and your master killed my
brother. I really wanted to kill Beorn, but now
you’ll have to do”.
The two men begin to stab and slash at each
other. Harald is a dangerous opponent.
Harald is younger and fitter and his attacks
are driven by pure hatred, forcing Osric to
give ground.
Impatiently, Brandon orders his men to join
the fight “No witnesses from Tissburi must be
allowed to escape”.
Then he follows Harald and Osric, unsheathing
his broadsword.
THE GAME MECHANICS
If the Tissburi troops appear to be winning (6/10
progress), Brandon will order his men to join the fray
(wiping out all progress so far). They can’t allow any of
the Tissburi men to make it back to the fleet alive!
If Tissburi win, this could add 2 or 3 progress to the Vow.
Enter the Fray : 3 +3 heart = 6
vs 7 & 2 WEAK HIT
Choose +2 momentum or Initiative – I’ll take Initiative!
Strike : 3 +2 iron = 5 vs 6 & 8 MISS
On a miss, your attack fails and you must Pay the Price.
Your foe has initiative.
Pay the Price 79
A surprising development complicates your quest!
One of the Tissburi men has already been revealed (in a
previous session) to HATE Beorn, I’m going to use him to
engage Osric directly while the Troops (as a domain
companion) have to fight the Saxons.
I’ll run a couple of passes for the individual fight for each
pass at the group fight.
OSRIC vs HARALD
Enter the Fray : 5 +2 wits = 7 vs 7 & 9 MISS
On a miss, combat begins with you at a disadvantage.
Pay the Price. Your foe has initiative.
Pay the Price 49
A new danger or foe is revealed! This is getting
complicated in the narrative. Either Harald has some
supernatural assistance or Thane Brandon’s troops will
join the fight immediately (50/50).
Supernatural or Treachery 64
Brandon orders his men to join the fight alongside the
Saxons. 50/50 whether Brandon himself will join Harald.
Brandon aids Harald 71
This makes Harald + Brandon = Formidable!
THE STORY
Battered from both sides, Osric is forced to
defend himself desperately with his shield.
While the three men struggle desperately, the
small band of Tissburi men somehow manage
to hold their own against the formidable
opposition.
With Osric’s unexpected spear thrust, the
three men roll further down the hill to the
river’s edge.
The two younger men recover more quickly.
A heavy blow from Harald knocks his shield
away.
Brandon kicks away Osric’s spear and the two
men advance grinning. Harald scowls at the
Thane who grudgingly holds back. “If it’s so
important to you, you can finish the old fool.”
THE GAME MECHANICS
Clash : 6 +2 iron = 8 vs 8 & 10 MISS
On a miss, you are outmatched and must Pay the Price.
Your foe has initiative.
Pay the Price 57
Choose “delay” or “disadvantage” – disadvantage, which
I’ll take as minus 1 on next pass.
The Domain Troops (effectively Iron +2, Health 5,
Momentum 2)
Strike : 6 +2 iron = 8 vs 3 & 8 WEAK HIT
On a weak hit, inflict your harm and lose initiative.
Harm of 2, ticks 2/10 progress.
Clash : 4 +2 iron = 6 vs 9 & 4 WEAK HIT
On a weak hit, inflict your harm, but then Pay the Price.
Your foe has initiative. Osric inflicts 2 harm (progress
2/10).
Pay the Price 17
Your action has an unintended effect.
Clash : 6 +2 iron = 8 vs 10 & 10 MISS!!
MATCH !!
On a miss, you are outmatched and must Pay the Price.
Your foe has initiative.
Pay the Price 00
Worst possible result – 10/10 followed-by 00!
Pay the Price 26
Something of value is lost or destroyed – Osric’s Shield.
Pay the Price 28
Something of value is lost or destroyed – Osric’s Spear
THE STORY
Back near the top of the hill, the troops are
doing OK, there are a few dying Saxons
writhing on the ground and so far none of
ours seriously wounded.
It is Osric’s turn to surprise his enemies.
Rather than fall back further (into the river) he
charges, dagger in hand, screaming “Traitor!”
directly at Harald.
Ignoring the scratch, Harald thrusts again with
his spear, forcing Osric to desperately dodge.
Perhaps Harald’s treachery stirred something
in these men, but they are fighting like
cornered lions!
As the saxons, and men of Cholderton press
their attack, more of them fall on the valiant
wall of spears.
THE GAME MECHANICS
The Domain Troops (effectively Iron +2, Health 5,
Momentum 2)
They risk all to Turn the Tide and seize initiative.
Strike : 6 +2 iron = 8 vs 10 & 4 WEAK HIT
On a weak hit, inflict your harm and lose initiative.
Harm of 2, ticks 4/10 progress.
Strike : 1 +2 iron = 3 vs 1 & 3 WEAK HIT
On a weak hit, inflict your harm and lose initiative.
Harm this time is only 1 as he only has a dagger now.
Progress 3/10.
Nb. He can only attempt Turn the Tide once!
Clash : 1 +2 iron = 3 vs 2 & 5 WEAK HIT
On a weak hit, inflict your harm, but then Pay the Price.
Your foe has initiative.
Another point of Progress 4/10.
Pay the Price 62
-3 Health (now 2).
Endure Harm : 1 +4 health = 5 vs 6 & 8 MISS
-1 momentum (now 4)
The Domain Troops (effectively Iron +2, Health 5,
Momentum 2)
Clash : 3 +2 iron = 5 vs 2 & 4 STRONG HIT
On a strong hit, inflict your harm , you have the initiative and
choose one...
* You bolster your position: Take +1 momentum.
* You find an opening: Inflict +1 harm
Harm of 3, ticks 7/10 progress.
THE STORY
Osric is getting desperate.
But he has been in danger many times before
before.
He manages to score another hit on Harald,
then leaps back out of the way of his spear
and finds himself sinking in the mud at the
edge of the river. In moments it is up to his
knees.
Even in this desperate position, as Harald
leans in for another spear thrust, Osric knocks
it to one side and stab the young man in the
arm.
The spear grazes along his side and the dark
water of the river turns darker still.
The Tissburi men have the initiative now.
Hearing Osric’s desperate cry they strike as
one. For a moment it seems as though they
might actually win this battle.
At the river’s edge, Harald closes in for the kill
but stumbles in the mud.
With a desperate lunge Osric stabs him
through the throat, snatches up his fallen
spear and starts to clamber out of the mud.
The sight of this grim-faced veteran warrior
sends Brandon running back up the hill
towards his remaining men, only to find that
they too are doing badly.
THE GAME MECHANICS
Clash : 5 +2 iron = 7 vs 5 & 7 WEAK HIT
On a weak hit, inflict your harm, but then Pay the Price.
Your foe has initiative.
Another point of Progress 5/10
Pay the Price 50
A new danger or foe is revealed. This guy just can’t catch
a break!
Clash : 3 +2 iron = 5 vs 1 & 10 WEAK HIT
Another point of Progress 6/10
Pay the Price 32
Something of value is lost or destroyed.
Osric has nothing left so I’ll take it as another point of
health damage (now 1).
The Domain Troops (effectively Iron +2, Health 5,
Momentum 2)
Strike : 4 +2 iron = 6 vs 8 & 2 WEAK HIT
On a weak hit, inflict your harm and lose initiative.
Harm of 2, ticks 9/10 progress.
Sadly they have lost initiative, so can’t risk ending the conflict.
Clash : 6 +2 iron = 8 vs 4 & 1 STRONG HIT
On a strong hit, inflict your harm, you have the initiative
and choose to inflict +1 harm. Progress 8/10.
End the Fight : 8 progress vs 9 & 1 WEAK
HIT
Victory, but has to choose a consequence =- Choose -
Others won't forget: You are marked for vengeance.
The Domain Troops (effectively Iron +2, Health 5,
Momentum 2)
Clash : 1 +2 iron = 3 vs 9 & 9 MISS!! MATCH
!!
On a miss, you are outmatched and must Pay the Price. Your
foe has initiative.
THE STORY
Much equipment (shields, spears, swords) has
been lost in this fight. The brave troops
continue to fight on with whatever they can
rip from the bodies of their fallen foes.
With Harald’s spear, Osric heads wearily after
the treacherous Thane. Brandon runs off into
the night and Osric rallies his troops to finish
the fight.
With the Saxons all dead or fleeing for the
hills, the boats are unguarded and Osric is
only too happy to set them all alight.
They make their way back to the fleet.
Somehow, they have managed to not lose a
single member of the Tisburri troop.
They bring Prince Madoc the news of
Brandon’s treachery
THE GAME MECHANICS
Pay the Price 30
Something of value is lost or destroyed.
I’ll interpret this as a loss of enough equipment that the domain
will lose 1 from its Supply. (now 3)
End the Fight : 9 progress vs 2 & 5 STRONG
HIT
!!!Victory!!!
This counts as 3 Progress towards the Vow (6/10)
1 = Where The fleet gathers
2 = Pevensey
3 = Dover
4 = Maldon (up the Blackwater River)
Wikepedia has a brief note about “Madoc ap Uthyr”
He is memorialized with The Death Song of Madawg (Marwnad Madawg) from the Book of Taliesin which
laments his death at Erof's hands.
Whose is the quadrangular grave
With its four stones around the front?
The grave of Madawg the intrepid warrior.
According to the Great Pendragon Campaign, there are still a few more encounters left in this Naval Campaign,
but that is enough for this session.